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Jan 21st, 2019
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  1. using Apex.AI.Components;
  2. using Apex.AI.Serialization;
  3. using Rust.Ai;
  4. using System;
  5. using UnityEngine;
  6.  
  7. public class NPCPlayerApex : NPCPlayer
  8. {
  9.     public int agentTypeIndex;
  10.     public float AggroRangeScore = 5f;
  11.     public float CloseRangeScore = 10f;
  12.     public GameObjectRef DeathEffect;
  13.     [Header("NPC Player Senses")]
  14.     public int ForgetUnseenEntityTime = 10;
  15.     public bool IsMountableAgent;
  16.     public float LongRangeScore = 1f;
  17.     [NonSerialized]
  18.     public Transform[] LookAtInterestPointsStationary;
  19.     public float MaxDistanceToCover = 15f;
  20.     public float MediumRangeScore = 5f;
  21.     public float MinDistanceToRetreatCover = 6f;
  22.     public bool NeverMove;
  23.     public bool NewAI;
  24.     [Tooltip("Only care about sensations from our active enemy target, and nobody else."), Header("Sensory")]
  25.     public bool OnlyTargetSensations;
  26.     public GameObjectRef RadioEffect;
  27.     public Vector2 RadioEffectRepeatRange = new Vector2(10f, 15f);
  28.     public AIStorage SelectCoverTargetsUtility;
  29.     public AIStorage SelectEnemyHideoutUtility;
  30.     public AIStorage SelectEntityTargetsUtility;
  31.     public AIStorage SelectPlayerTargetMountedUtility;
  32.     [Header("Sensory System")]
  33.     public AIStorage SelectPlayerTargetUtility;
  34.     public float SensesTickRate = 0.5f;
  35.     public BaseNpc.AiStatistics Stats;
  36.     public float ToolSwitchFrequency = 5f;
  37.     [SerializeField]
  38.     private UtilityAIComponent utilityAiComponent;
  39.     [Header("NPC Player Senses Target Scoring")]
  40.     public float VisionRangeScore = 1f;
  41.     public Rust.Ai.WaypointSet WaypointSet;
  42.     public float WeaponSwitchFrequency = 5f;
  43.  
  44.     public override string Categorize()
  45.     {
  46.         return "scientist";
  47.     }
  48.  
  49.     public enum EnemyEngagementRangeEnum : byte
  50.     {
  51.         AggroRange = 0,
  52.         DeaggroRange = 1,
  53.         NeutralRange = 2
  54.     }
  55.  
  56.     public enum EnemyRangeEnum : byte
  57.     {
  58.         CloseAttackRange = 0,
  59.         LongAttackRange = 2,
  60.         MediumAttackRange = 1,
  61.         OutOfRange = 3
  62.     }
  63.  
  64.     public enum ToolTypeEnum : byte
  65.     {
  66.         Lightsource = 2,
  67.         None = 0,
  68.         Research = 1
  69.     }
  70.  
  71.     public enum WeaponTypeEnum : byte
  72.     {
  73.         CloseRange = 1,
  74.         LongRange = 3,
  75.         MediumRange = 2,
  76.         None = 0
  77.     }
  78. }
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